Disabled feature tesselation tiling in BuildGeometryFilter unless max_polygon_tiling_angle is explicitly set. Cropping code was causing issues especially around the poles. Need to come up with a more general solution in the future.

Better support for osg::Fog in VirtualPrograms with FogEffect. Implemented multiple fog modes.

The terrain engine (“MP”) has undergone many performance updates. We focused on geometry
optimization and GL state optimization, bypassing some the OSG mechnisms and going straight
to GL to make things as fast as possible.

MP has a new optional “incremental update” feature. By default, when you change the
map model (add/remove layers etc.) osgEarth will rebuild the terrain in its entirely. With
incremental update enabled, it will only rebuild tiles that are visible. Tiles not currently
visible (like those at lower LODs) don’t update until they actually become visible.

Caching

Caching got a couple improvements. The cache seeder (osgearth_cache) is now multi-threaded
(as it the TMS packager utility). The filesystem cache also supports expiration policies
for cached items, including map tiles.

JavaScript

We updated osgEarth to work with the newest Google V8 JavaScript interpreter API. We also
now support JavaScriptCore as a JS interpreter for OSX/iOS devices (where V8 is not
available).

Terrain Effects

A new TerrainEffect API makes it easy to add custom shaders to the terrain. osgEarth has
several of these built in, including NormalMap, DetailTexture, LODBlending, and ContourMap.

New Drivers

There is a new Bing Maps driver. Bing requires an API key, which you can get at the Bing site.

We also added a new LibNOISE driver. It generates parametric noise that you can use as
terrain elevation data, or to add fractal detail to existing terrain, or to generate
noise patterns for detail texturing.

Other Goodies

Shared Layers allow access multiple samplers from a custom shader

A new “AUTO_SCALE” render bin scales geometry to the screen without using an AutoTransform node.